Viceroy Bevorin Daas
Supreme Ruler of Llaza City

Bevorin Daas is a scion of the wealthy Daas family, a merchant clan with dealings in jade, spices, precious metals, vugs, fruit cultivation and banking. As a young man he enjoyed the privileges of inherited wealth and no responsibility, spending his time hunting or at the races. A keen rider himself, he even entered some of the races at Llaza from time to time, and it was the shame of such a public spectacle that led his family to send him away to 'learn his trade'.

Bevorin was sent to Pago, one of the 'gold islands' in the Necklace of Plenty, as Regional Procurator. With little business acumen he quickly found himself out of his depth, but the prosperity of the province was saved by a clerk named Jazarevaash, a young man of about Bevorinís age. Jaz did the work whilst Bevorin took the credit and made the best of his social exile as he could. A few years later he was recalled to Llaza when his father was killed by a rampaging musth elephant during a Banarjahab festival. Bevorin brought Jazarevaash with him.

What Bevorin didnít know then, and still doesnít know (although now he is coming to suspect) is that Jaz was and is a member of the Followers of Vuul, having undergone a revelation in an ancient temple on Pago. Jaz informed his superiors of Bevorinís potential as a puppet ruler, and so everything was done to assure his rise through the ranks of Llazaís ruling classes. With little or no talent to recommend him, Bevorin found his position in the Merchants League becoming higher and higher. At the same time, Jaz introduced him to new and exciting vices and set him up with a wife and several mistresses. The young athlete of Bevorinís youth became a bloated middle-aged sybarite, addicted to many kinds of decadence.

Now having just passed fifty, Viceroy Bevorin is coming to realise that his position holds little real power, and that he has been manoeuvred throughout his life. He is beginning to regret not having taken more responsibility at an earlier stage but by now it is almost too late. Trapped by his own weakness, he is too attached to his sources of pleasure to want to risk giving them up, and he lacks the political ability to outwit his opponents. Only the fact that he is almost certainly dying of a disease brought on by a life of excess gives him the occasional courage to face down his puppet masters, who by now have become so certain of their position that they no longer hide their intents from Bevorin, but parade them openly to taunt him. Only Jaz maintains the fiction of friendship, and who knows, perhaps he does feel some affection for the hapless Viceroy.

Viceroy Bevorin Daas
Male human Ari6: CR 5; Medium Humanoid (Human); AL N
Abilities Str 11 (+0), Dex 8 (-1), Con 9 (-1), Int 10 (+0), Wis 9 (-1), Cha 11 (+0)

Initiative -1; Speed 30 ft.
Armour Class 9 (-1 Dex) touch 9, flat-footed 9
Saves Fortitude +1 (+5 vs. poison), Reflex +1, Will +4
Hit Dice 6d8-6+3; hit points 24

Base Attack/Grapple +4/+4
Melee Longsword (masterwork) +5 (1d8)
Special Attacks None
Special Qualities Disease

Skills: Appraise +2, Bluff +2, Craft (alchemy) +2, Diplomacy +4, Handle Animal +7, Knowledge (nobility) +4, Perform (water chimes) +2, Profession (gambler) +3, Ride +6
Feats: Animal Affinity, Resistance to Poison, Toughness
Languages: High Imperial, Low Imperial.
Possessions: Fine lashong robes, ceremonial roabha robes, masterwork longsword (hereditory Blade of Daas), yaama pipe, resources of Llaza Viceroy.

Disease (Su): Bevorin suffers from a magical ailment called Cinnabar Curse. According to Imperial medical theory it is caused by the disfavour of the gods for an over-indulgent lifestyle. Whenever Bevorin fails a Fortitude save he must make an additional DC 20 Fortitude save or suffer 1 point of Con drain (failing this second save does not then require a further save). Since this is a supernatural disease it cannot be cured naturally nor with healing magic unless a break enchantment or remove curse spell is successfully cast, requiring a DC 20 caster level check to work. Once the curse is broken, the disease continues to infect Bevorin but may be cured naturally or with healing magic.

Resistance to Poison is a feat that Bevorin has gained through frequent ingestion of noxious substances and dangerous narcotics. It grants a +4 bonus to saving throws against poison.

Jazarevaash ('Jaz')
Male human Ari4/Wiz10 (enchanter): CR 13; Medium Humanoid (Human); AL NE
Abilities Str 10 (+0), Dex 13 (+1), Con 10 (+0), Int 16 (+3), Wis 12 (+1), Cha 14 (+2)

Initiative +1; Speed 30 ft.
Armour Class 13 (+1 Dex, +2 ring of protection) touch 13, flat-footed 12
Saves Fortitude +4, Reflex +5, Will +11
Hit Dice 4d8+10d4; hit points 43

Base Attack/Grapple +8/+8
Melee Quarterstaff +8/+3 (1d6)
Special Attacks None
Special Qualties Social Proficiency (+2 Bluff, +2 Sense Motive)

Skills: Bluff +13, Concentration +6, Decipher Script +9, Diplomacy +10, Disguise +7, Forgery +8, Gather Information +10, Intimidate +9, Knowledge (arcana) +9, Knowledge (nobility and courtesy) +9, Listen +6 (+8*), Perform (acting) +7, Profession (scribe) +6, Sense Motive +11, Spellcraft +9, Spot +5 (+7*)
*When Syphon is within arm's reach
Feats: Improved Familiar (water mephit), Scribe Scroll, Silent Spell, Spell Focus (enchantment), Spell Focus (illusion)
Languages: Draconic, High Imperial, Low Imperial, Moa-Ruaki, Oksan.
Possessions: Robes of a Clerk of the Golden Disk, staff of evocation (25 charges), ring of protection +2, 2 scrolls of disguise self, 2 scrolls of invisibility, 3 scrolls of dispel magic, scroll of dream, scroll of nightmare, scribe's writing tablet and brush set, portable writing table.
Enchantment Specialist; Forbidden Schools: Conjuration and Evocation.
Spells Known (E=Enchantment, +1 Save DC; I=Illusion, +1 Save DC):
5th level (3/day, save DC 18) - dream (I), dominate person (E), hold monster (E), false vision (I), mind fog (E), nightmare (I), persistant image (I).
4th level (4/day, save DC 17) - confusion (E), crushing despair (E), greater invisibility (I), lesser geas (E), phantasmal killer (I), rainbow pattern (I), scrying.
3rd level (5/day, save DC 16) - deep slumber (E), dispel magic, displacement (I), hold person (E), major image (I), nondetection, suggestion (E).
2nd level (6/day, save DC 15) - alter self, detect thoughts, invisibility (I), misdirection (I), obscure object, touch of idiocy (E).
1st level (6/day, save DC 14) - charm person (E), colour spray (I), disguise self (I), hypnotism (E), shield, silent image (I), sleep (E), feather fall.
0th level (4/day, save DC 13) - arcane mark, daze (E), detect poison, detect magic, disrupt undead, ghost sound (I), mage hand, mending, message, open/close, prestidigitation, read magic, resistance, touch of fatigue.

Staff of Evocation (25 charges): 1 charge - fireball, magic missile, shatter. 2 charges - ice storm, wall of force. 3 charges - chain lightning. All at Jaz's caster level 12th. Strong evocation.

Male water mephit: CR -; Small Outsider (Extraplanar, Water); AL NE
Abilities Str 14 (+2), Dex 10 (+0), Con 13 (+1), Int 9 (-1), Wis 11 (+0), Cha 15 (+2)

Initiative +0; Speed 30 ft., fly 40 ft. (average), swim 30 ft.
Armour Class 21 (+1 size, +10 natural); touch 11, flat-footed 21
Saves Fortitude +5, Reflex +4 (improved evasion), Will +10
Hit Dice 3d8+3+3; hit points 21; Damage Reduction 5/magic; Fast Healing 2 (when wet)

Base Attack/Grapple +8/+6; Power Attack (+/-8)
Melee Claw +11 (1d3+2)
Full Attack 2 Claws +11 (1d3+2)
Special Attacks Breath weapon, spell-like abilities, summon mephit
Special Qualities Darkvision 60 ft., empathic link, share spells, touch spells

Skills: Bluff +11, Concentration +6, Decipher Script +5, Diplomacy +10, Disguise +7 (+9 acting), Escape Artist +6, Forgery +4, Gather Information +10, Hide +10, Intimidate +9, Knowledge (arcana) +5, Knowledge (nobility and courtesy) +5, Listen +6, Move Silently +6, Perform (acting) +7, Profession (scribe) +5, Sense Motive +8, Spellcraft +5, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: Power Attack, Toughness
Languages: Aquan, Low Imperial.
Possessions: None

Breath Weapon (Su): 15 ft. cone of acid, 1d8, Reflex DC 13 for half.
Spell-Like Abilities (Sp): 1/hour - acid arrow (caster level 3rd). 1/day - stinking cloud (DC 15, caster level 6th).

Using Bevorin et al.
Viceroy Bevorin Daas will likely be little more than a background detail to most low-level characters, but anyone who serves Llaza in an obvious and dramatic fashion may come to his notice (and the notice of Jaz). Bevorin is a conflicted man who wants to be free of his addictions and dependencies but lacks the willpower, who wants to make a difference but lacks the impetus and who wants to break from his hidden manipulators but lacks the courage. He is a tragic, pathetic figure who can be used to highlight the insidious nature of the Followers of Vuul to players, but he is also a potential patron for adventure. Be aware, however, that whatever Bevorin does is watched by Jaz.

Jaz uses the Social Proficiency variant of the Enchanter specialist wizard, gaining social skills and bonuses but losing bonus feats. He likes to dissemble and manipulate rather than face direct confrontation. His prepared spells have not been listed above, but he normally has a Silent charm person or other mind-affecting spell ready, as well as divination spells for keeping an eye on things in the Viceroy's palace. Jaz plays a long game - he prefers to keep a few charmed allies around as friends and contacts, ready to push influence wherever he needs it. The gamesmaster can assume that Jaz has access to the resources of many different groups at his disposal. As a consummate politician (nominally Bevorin's head scribe) he is very accomplished in smoothing problems and winning friends. He should not be played as too slimy or wheedling so as to tip players off as to his essentially bad nature - in person he is a charming, able and forthright man with a dry sense of humour and the ability to appeal to everyone. In private, he thinks most people are fools and pawns to be used. Jaz knows of the 'evil advisor' trope and avoids playing to it. He does not have a goatee beard or sinister moustache. In fact, he does not act as advisor to Bevorin at all, but as an old friend and servant concerned for his friend and master. He may misdirect nosy adventurers into thinking of any of his rivals at court to be malign influences on the Viceroy, thus turning attention from himself and potentially ridding himself of rivals at the same time. What his ultimate goals are depend upon the gamesmaster.

Syphon is Jaz's water mephit familiar, a voluble little creature with a malicious streak that it keeps hidden most of the time. Jaz commonly casts greater invisibility on him and uses him as a spy.

Jaz wields a Staff of Evocation to compensate for his forbidden schools. This is a more powerful item than somebody of his Challenge Rating ought to have, but the gamesmaster can assign a large number of un-treasured minions to Jaz to make up for it, or assume a low number of charges. Removing the staff from Jaz makes him a much less dangerous opponent in a straight fight, something that clever and tactical players may attempt.

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